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Nadru

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  1. Why not an alternative option? A debuff, 100 pulls a day. They do something similar with the crafting nodes so it should be possible.
  2. To your first and third points, that is not how the exploit worked. You could only run it once per week per character. Much like the ultimate comm limit. You could not reset it and do it over and over. No third party programs were involved. You were playing the game as the games was coded. You can split hairs over intentions and obviousness, but to me it was obvious level 55 Ops should not have still been rewarding ultimates. To your second point, what does it matter. An exploit is an exploit. It doesn't matter if the gear is better or BiS. As you people like to point out, wrong is wrong. To your fourth point, the ultimate comm gear is out of the reach of many now. You can only get ultimate comms from NiM DF/DP and SM Ravagers after today's update. An average casual not good at raiding will be able to earn less than 20 ultimates a week now. That is 6 weeks to buy one piece of gear. All of your justifications are no better than the justifications for why those who exploited Ravagers did so.
  3. The TOS says doing something the devs did not intend. This leaves a lot of confusion when the devs do not say what they intend. Certainly they do not intend for you to loot an operation boss for a boss you did not kill. However, I would also say the devs do not intend for 55 HM flashpoint bosses to drop elite comms while 60 HM flashpoint bosses drop basic comms. Either running 55 HMs are an exploit, or 60 HMs are not dropping the correct loot. We as players do not know.
  4. Had these costs been in the game 2 months, I wouldn't be asking for a refund. They were in the game for less than 4 days before the announcement they would be removed. For me, that is unacceptable. The thing with lines in the sand, is they are lines. Your line might be at 1 second, that is fine. Mine is somewhere beyond 96 hours and less than 2 months. I think the costs should be refunded. We can agree to disagree, I have no problem with that. However, one thing this is not, is asking for something for nothing nor self entitlement. I believe this is poor customer service to put costs in the game you were considering removing, then implement that change in less than 96 hours without providing a refund. They are entitled to offer poor customer service, but they need to weigh the impact that has on their bottom line. I am entitled to nothing, but I am asking and suggesting they implement a refund, as it is little cost to them to provide much better customer service.
  5. I feel that is fair to say. I personally wouldn't include the period of not paying in my gripe as I knew and expected that to end. However, I would add to my complaint that there is a subset of users hit higher with this then another. If this announcement was made next Friday to be implemented on the 16th, at least everyone would have been screwed over. If this was planned, then it was irresponsible to release such high training costs knowing they might be taking them out. If they hadn't gotten final approval, they could have approved a short term fix, like extension of the free training from pre-ordering, or even just putting in lower credit amounts on the skills.
  6. A one time stipend of credits. It may be technologically impossible for actual credit reimbursement. My suggestion would be 50-70k for characters below 56, 500-600k for characters at 60.
  7. Which again completely misses the point. If you buy the "we've been discussing this for a while and decided to announce it now and change it Tuesday" crap I have a some beachfront property in Arizona I am looking to sell. This change was implemented in response to a 40 page post of complaints on this forum titled: "Just spent around 50k at the trainer for skills that I already earned." So tell me how this change has NOTHING to do with skills 1-55... It was VERY CLEARLY NOT working as intended with skill 1-55. There are documented differences between mirror classes on skills that changed or did not change requiring retraining. There is no way that is working as intended. Tell me how that is working as intended. Now if BioWare admitted a bug, there would have been a lot of demand for reimbursement. Instead they released their "long talked about" solution in an attempt to avoid reimbursement, probably because they do not have a system set up to easily identify who does and does not deserve a refund... That is exactly what this thread is. This one hit 40 pages way faster than the other. The other got a response from BioWare, it is only a matter of time before this one does. I will continue to follow it until it does. It's an option I will certainly consider. I am sure BioWare would prefer me to preorder though. So we are letting them know how we feel so they can make amends and we can preorder the next expansion. They are certainly under no obligation, but it is in their interest to have happy customers and it costs them nothing to find a workable solution. A refund might be too costly for them, but they can still do some sort of credit at zero cost.
  8. What you seem to fail to comprehend is this issue is three-fold. 1) People had to retrain abilities they already had. I do not know of a single other MMO that has ever done this. 2) The high cost of 56-60 skills. I actually have zero issue with this, but others did. 3) The manner in which this was handled. In regards to item one, like I said I know of no other MMO that has ever done this. While the argument is that these were "tree" items that weren't previously paid for, we also had base abilities we did pay for moved into the tree. This should have been a zero cost endeavor and shows lack of foresight that it was not. Even if we concede it was acceptable to charge, we have proof of inconsistencies between mirror classes. This means it was not working as intended as you say but a bug. In regards to item two, like I said I actually did not have an issue with this. Training is a one-time cost, or at least should be, see item one. Level 50 training was just as costly in the time reference of that era. What compounded the high cost, was the indiscriminate recharging for skills that took training out of the "one-time" cost realm. With the third item, the response has been totally botched. First they said it was working as intended when it clearly was not. Second, they implemented a solution that was, in my opinion, rushed and incorrect. They also ignored the biggest issue of the problem/solution, reimbursement for those effected by a bug. Not necessarily. My Operative healer had to retrain Kolto Probe. A healer without that skill would be hard pressed to succeed. So the solution is not to play, or not to play the characters you want to play. That is a poor solution to offer to paying customers. Everyone in early access is a paying customer. If this is the case, say so! But even if they cannot use this as an excuse to not solve the issue. They don't have to give a 100% credit for credit refund. If they had come in and said player who trained skills this week get 70,000 credits for those under 56 or 500,000 for those that leveled to 60 would have gone a long way to diffusing this situation. And those figures aren't set in stone, come up with an acceptable number.
  9. First this isn't really a PVP thread, it's a operative nerf thread that became a PVP thread because all operative nerfs are about PVP. Second if you think they are making it easier in PVP against healer you are wrong. They added mobility to Mercs and Sorcs and they will be way harder to deal with than operatives ever were. Enjoy. Third they should not balance healing based on solo queuers. This is because healers have to deal with ranked queues too and healing will be balance towards those coordinated balanced groups. Fourth, TS is a tool and has nothing to do with your lack of coordination. There are tons of tools in the game to focus attacks. At the start of a match say in op chat who is the focus targeter. You target that person and hit ALT-F to make them focus target. Then when you get to the enemy, press Shift-F. You have now targeted the same person as your focus target, when that person dies, Shift-F again. You are now a pre-made! I think they overnerfed Operatives. I will know for sure in a week or so. I hope I am wrong. They have stated they want classes +/- 5% from their target. Operatives were probably +6%. They could have used less of an upgrade, but they didn't need a nerf. I fear they will be -6% or worse come Tuesday. I may be pleasantly surprised, but I am braced for the worse.
  10. Which goes back to my original point. Your group can't be bothered to work together or use interrupts and stuns, so healing needs a nerf so you can kill a healer in a reasonable amount of time with no help. Result: ZERO healers in warzones. We are not even talking anything complicated here, DPS are expected to use more than just their damaging attacks. Again, competent DPS are killing OP healers in warzones as we speak.
  11. While a majority of Op heals are DOTs, their DOTs are in no way going to keep someone up from burst DPS. Ops have to utilize their Kolto Injection and Surgical Probe to out heal DPS. The issue with Ops has always been energy management. In ideal conditions operatives are energy neutral and therefore can heal forever. This has nothing to do with DOTs, HPS or mobility. Bioware stated in the livestream they want Diagnostic Scan to be required to create energy management. I actually have zero problem with this in theory. My biggest issue is DS breaks on movement, so it not only effects our healing output, but it effects are mobility, which was the draw to the class. Personally, I think making DS usable while mobile would make the class meet the stated goals of managing energy without nerfing mobility.
  12. While that is true, there is a significant portion of the population that plays the "flavor of the week" which inflates the numbers. Personally I account for 5 smuggler/agents. Statistically, this should all balance out. The fact that there are fewer created smuggler and imperial agents is a valid indicator. It is also a significant number less, not just a statistically insignificant number.
  13. There is some data about enjoyment. Smuggler and Imperial Agent are the least played class across the game.... Kinda odd when such an overpowered class that needs nerfing is least played.
  14. Because PVP is not and never has been a 1 vs. 1 battle. You are a team, if you can't get one other person to help DPS down the healer your team deserves to lose. If you make healers soloable to people who don't use interrupts and or stuns, then when you go into a warzone and you actually have cooperation going on the healer gets 0 abilities off before dying. That is not fun for the healer. The end result is no healers in warzones. I'm not saying I am better than 99% of the DPS, but I can say upwards of 80% of DPS never bother interrupt me and then QQ that I am hard to kill. Use your abilities! That would be like me complaining I die quickly without using any of my defensive cooldowns. If I don't use my cooldowns I deserve to die.
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